Documenti di Didattica
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!!
5+
To Hit
5+
4+
3+
2+
Choose a target!
- All models in the unit must shoot at
the same target.
BS
Select a weapon!
- All models firing the selected weapon
shoot at the same time.!
- Non-vehicle, non-MC models may
only fire a single weapon.
Reroll
5+
S/T 1
Check range!
- Every model that wishes to shoot
must be in range of a visible enemy
model in the target unit.
5
6
7
11
10
4+
3+
2+
10
4+ 5+ 6+ 6+
3+ 4+ 5+ 6+ 6+
2+ 3+ 4+ 5+ 6+ 6+
Declare if Jinking.
2+ 2+ 3+ 4+ 5+ 6+ 6+
Roll To Hit
2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
Roll To Wound!
- Compare the weapons S to the
targets T on the To Wound table.
2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10
TO WOUND!
Snap Shots!
- Snap Shots are always at BS1!
- Snap Shots may only be modified by things
that state that they affect Snap Shots.!
- Any shooting attack that does not use BS
cannot be a Snap Shot.!
- Template, Blast and Ordnance Weapons
cannot be Snap Shots.!
BS
Type
Distance
Pg
Infantry, Artillery,
Jump, Jetpack, MC,
Beasts, Cavalry
Run
D6
FMC (Swooping)
Run
2D6
68
Walkers
Run
D6
68
Bikes
TB
12
63
Jetbikes
TB
24
63
Eldar Jetbikes
TB
36
63
n/a
88
Fast Vehicles
FO
12
88
Fast Skimmers
FO
18
89
Flyers (Zoom)
FO
12-24
84
FO
72
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Allocate Wounds!
- Allocate a wound to the closest
model in the target unit. If two or
more models are equally close, the
owning player picks.!
- Wounds can only be allocated to
models in range of and visible by at
least one firing model.!
- Roll Look Out Sir! for characters.!
- The model may take a Saving Throw.!
- If reduced to 0 wounds, remove the
model as a casualty.!
- Allocate the next wound to the next
closest model.
Heavy Vehicles
Type
Effect of Moving
Assault Pg
Assault
No Effect
Yes
41
Heavy
No
41
Cannot shoot
No
41
Pistol
No Effect
Yes
42
Rapid Fire
No Effect
No
42
Ordnance
Salvo
Primary
No Effect
No
42
Yes
42
S AP
Assault
Assault 1, Blast
Type
Plasma
Assault 1, Blast
Defensive
Haywire
Assault 1, Haywire
Krak
Assault 1
Melta
Cannot be thrown.
Unharmed
Non-vehicle
Unharmed
Auto D3 wounds.
Auto D6+6 wnd. !
No saves at all.
Instant Death!
- An allocated wound has Instant Death if the
S value of the attack is double the T value
of the model or more.!
- If a model suffers a wound from an attack
with Instant Death, it is immediately
reduced to 0 Wounds and removed.!
Cover Saves!
- If the model to which a wound is allocated
is at least 25% obscured from the view of at
least one firing model, it gets a cover save.!
- Cover saves are 5+ unless otherwise
stated.!
- If the model is partially obscured by
intervening models from a third unit, it gets
a 5+ cover save.!
- Models can always shoot through members
of their own unit without conferring a save.!
- Obscured vehicles have cover if 25% of
the facing is obscured. If multiple facings
are being targeted, use multiple cover
values. Simply being in area terrain
doesnt count. Default cover save is 5+.!
- Other Facings: If the firing unit cannot see
their correct facing AT ALL, they may target
another facing but at +1 cover.!
Going To Ground!
- Non-vehicle units may Go To Ground!
- Gains +1 cover save or 6+ if in the open.!
- Cannot move, Run or Charge!
- Can only fire Snap Shots, cannot fire
Overwatch!
- At the end of it's following turn, it returns to
normal.!
- Vehicles cannot Go To Ground.
WEAPON TYPES!
Ordnance:!
- Cannot fire Snap Shots!
- Non-vehicle models can't fire other
weapons that phase.!
- Two dice to penetrate and pick highest.
Pistol:!
- Counts as a close combat weapon.!
- Any models with two pistols may fire both.
Rapid Fire:!
- May fire two shots within half range.
Salvo:!
- If moved, fires lower number at half range.!
- If still, fires greater number at full range.
Bombs:!
- All bombs are One Use Only.!
- Fired in the movement phase, but counts
as having fired one weapon that shooting
phase, and may not move Flat Out.!
- Firer must be Zooming or Swooping.!
- Nominate one unit the firer moved over
and place the blast template on them. !
- Scatter is D6!
- Casualties are removed as per Barrage
weapons.
Primary Weapon:!
- Roll two dice to penetrate and pick the
highest.
VEHICLES!
!!
Speed Moved
Effect on Passengers
Stationary
VEHICLES SHOOTING!
Cruising Speed
Type
Still
Combat
Walker
All
All
n/a
90
Flat Out
Fast
All
All
88
Heavy
All
All
n/a
88
Flyer
(Zoom)
84
All
72
Other
Cruising Pg
No Effect
Combat Speed
7+
!!
Crew Stunned:!
- As Shaken, plus cannot move/pivot. !
- Zooming Flyers must move 18 next
turn and cannot turn.
Weapon Destroyed:!
- One random weapon is destroyed. !
- Includes upgrade weapons. !
- Does not include out of ammunition
weapons. !
- If no weapons, count as Immobilised.
Immobilised:!
- Cannot move or pivot any more.!
- Chariots count as Crew Stunned.!
- Zooming Flyers must roll 3+ to count
as Crew Stunned, otherwise Crash
and Burn.
Explodes:!
- Vehicle is destroyed.!
- Nearby units suffer S4AP- for each
model within D6 of the hull.!
- Remove the model.!
- Zooming Flyers will Crash and Burn.
!!
Cannot shoot
Fire Point.!
Effect on Passengers
Wrecked
(Zooming Flyer Crash and Burn!)
Explodes
Catastrophic
Damage
Result
Explosion
AP
D/4/2
2/4/6
2-3
Devastating Exp
D/8/4
2/3/5
4-6
Titanic Exp
D/10/5
2/3/4
ASSAULT PHASE!
!!
Resolve Overwatch!
- All shots are Snap Shots. Weapons
that cannot fire Snap Shots cannot
fire.!
- Vehicles cannot fire Overwatch!
- Overwatch cannot cause Morale or
Pinning tests.!
- A unit being Charged may only fire
Overwatch once per turn.
Roll Charge range!
- 2D6!
- -2 for any model that Charges
through Difficult Terrain.!
- Dangerous Terrain still causes
checks.!
- Failed Charge: If the range is not
enough, no models are moved.
Move initial charging model!
- Move the closest charging model
first, into the nearest enemy model by
the shortest possible route. !
- If killed by Dangerous Terrain, pick
another initial Charger.
Move the rest of the unit in any order!
- A charging model must end in
coherency with a model that has
already moved.!
- If possible, must move into base
contact with an unengaged enemy.!
- If not, then in contact with an
engaged enemy.!
- If not, then in 2 of an engaged
friendly (6 vertical)!
- If not, then just stay within coherency.
Choose another charging unit and
repeat the process.!
- Once all units have Charged, move
on to Fight Sub-Phase.
Choose a combat!
- The player whose turn it is chooses
the order.
Choose highest Initiative step!
- Starting from 10 and working down.!
- Skip a step if no models have that I!
- All models that Charged through
Difficult Terrain are at I1, unless they
are charging a unit that has gone to
ground.
Pile in!
- Models in this I step pile in 3!
- First models pile in to get in base
contact.!
- Then models pile in to get within 2 of
an engaged model (6 vertical).!
- Then everyone else piles in.!
- The player whose turn it is piles in
first.!
- Anyone who is in base contact with
an enemy model or within 2 of a
friendly model who is (6 vertical) is
engaged and can fight.
Determine number of attacks!
- Models in this I step have a number
of Attacks equal to their A value.!
- +1 for charging.!
- +1 for having two Melee/Pistol
weapons.
Roll To Hit!
- Use average WS of target unit.
Roll To Wound
Allocate Wounds!
- Wounds must be allocated to enemy
models in base contact with a model
attacking at that initiative step.!
- If there are no models left in base
contact, allocate to the closest model.!
- Roll Look Out Sir! for characters.!
- The model may take a Saving Throw.!
- If reduced to 0 wounds, remove.
Fight next Initiative step!
- Once all models have fought, move
on to Determining Assault Results
Charge
2D6
-2
Page
65
65
Beasts
2D6
No Effect
67
Cavalry
2D6
67
Bikes
2D6
63
Jetbikes
2D6
63
MC
2D6
No Effect
67
Artillery
2D6
-2
64
2D6
66
2D6
-2"
66
Chariots
2D6
86
Walkers
2D6
-2"
90
!
!
!
!
Disordered Charges!
- Does not gain the +1A bonus for charging.!
Assaulting Vehicles!
- All vehicles are WS1(except Walkers and
Chariots). Immobilised vehicles are WS0.!
- All hits are resolved against rear armour.!
- Vehicles cannot Charge, Pile In,
consolidate, sweeping advance, or be
locked in combat (except Walkers and
Chariots).!
- For combat results, count a Glancing hit as
1 wound, and a Penetrating hit as 2.!
- If a vehicle loses the combat/destroyed,
there are no sweeping advances, pile ins or
consolidations.!
- Vehicles never take Morale or Ld checks.!
- Against Vehicle Squadrons, allocate hits
instead of wounds as per shooting.
Multiple Charges!
- Choose a Primary and Secondary target.!
- If the unit shot, the same target must be the
Primary.!
- A unit declaring this is making a Disordered
Charge, even if it ends up with no models
touching the Secondary.!
- Both Charged units may fire Overwatch.!
- Initial Charge is the closest model to the
Primary target.!
- All other models must attempt to get in
base contact with the Primary. If they cant,
then they may go into base contact with the
Secondary.!
Weapon
S AP
Chainfist
x2
x2
Eviscerator
x2
Armourbane,
Unwieldy, Twohanded
Hvy Chainsword +2 5
Lightning Claw
Power Axe
+1 2
Power Fist
x2
Power Lance
+1 3
Power Maul
+2 4
10
4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+
10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+
10
4+ 5+ 6+ 6+
3+ 4+ 5+ 6+ 6+
2+ 3+ 4+ 5+ 6+ 6+
2+ 2+ 3+ 4+ 5+ 6+ 6+
2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Unwieldy
Unwieldy,
Specialist Weapon
Concussive,
Unwieldy,
Specialist Weapon
Witchblade
Armourbane,
Fleshbane
Vehicle
Unharmed
Each model
under the marker
removed.
GRENADES IN ASSAULT!
Type
S AP
Plasma
Haywire
Krak
Melta
Type
4
Haywire
Armourbane, Unwieldy
Joining Units!
- Must be within 2 coherency of a unit to join
it at the end of the Movement phase. Once
joined, the unit may move no further.!
- Must stay 2 away from units if it is not
joining them.!
- May not join units who are in Reserves,
Locked or Falling Back.!
Concussive
Unharmed
(after charge)
x2
Characters in Assault!
- When it is the characters turn to Pile In,
they must move before other models at the
same I step.!
Thunder
Hammer
D6 Non-vehicle
!!
(on charge)
Shread, Specialist
Weapon
Power Sword
TO WOUND!
2
Two-handed
S/T 1
Armourbane,
Unwieldy,
Specialist Weapon
Dread CCW
ASSAULT TO HIT
WS 1
CHARACTERS!
Type
!
!
Leaving Units!
- May leave by moving out of coherency.!
- May not leave units who are Falling Back,
in Reserves, Locked, or Gone to Ground.!
Other effects!
- Independent Characters pass Look Out Sir
rolls on a 2+!
- Units with an IC do not need a double 1 to
regroup if under 25% - test as if it had 25%
remaining.!
- ICs without Infiltrate cannot join Infiltrating
units during deployment.!
- ICs who leave units still suffer ongoing
effects - ICs who joint units do not suddenly
gain them.
CHALLENGES (p101)!
Issuing Challenges!
- Player whose turn it is may nominate a
character to issue a challenge first.!
- Enemy may accept with any character.!
- If he refuses, the challenger may pick an
enemy character to not fight this phase. His
unit cannot use his Ld this phase.!
- Units of one character cannot refuse.!
Fighting Challenges!
- Once accepted, move the two characters
into base contact, or swap them with other
models in base contact.!
- The characters and the swapped models
cannot Pile In this turn.!
- Characters only fight each other, and may
only allocate wounds to each other.!
- No other model may allocate wounds to the
characters until there is nobody else left to
allocate the wounds to (even if the
challenger has already slain his opponent).!
Ending Challenges!
- Once one challenger is slain, any excess
wounds can be allocated to his unit.!
- If both survive, the challenge continues in
the next round.!
- Glorious Intervention: After the first
round, another character may swap places
with a friendly challenger by passing I test.
UNIT TYPES!
!!
ARTILLERY (p64)!
The Gun:!
- The gun is a T7 W2 Sv3+ model. !
- If all the crew are killed, remove the guns.!
- You may never reallocate Look Out Sir
wounds to gun models.!
- Ignore the guns for the purposes of
Morale. One crewman per gun is required
to Fall Back - any guns without crew are
abandoned. Artillery units always lose
Sweeping Advances.
Movement:!
- Must have one crewman per gun to move.
Shooting:!
- One crewman within 2 of the gun can fire
it instead of his weapon. Gun and
crewman must both have LoS. Range is
measured from the gun muzzle.!
- Only the crew can benefit from Going To
Ground.
Assault:!
- As long as there are gun models, the unit
cannot Charge. Only the crew can
Overwatch. No wounds may be allocated
to the guns.
BEASTS (p67)!
Movement:!
- May move up to 12 in Movement Phase,
and Fall Back 3D6. !
- Not slowed by Difficult Terrain, and ignore
Dangerous Terrain.
Special Rules:!
- Fleet
CAVALRY (p67)!
Movement:!
- May move up to 12 in Movement Phase,
and Fall Back 3D6. !
- Not slowed by Difficult Terrain, but treat it
as Dangerous Terrain.
Special Rules:!
- Fleet, Hammer of Wrath
BIKES (p63)!
Movement:!
- May move up to 12 in Movement Phase,
and Fall Back 3D6. !
- Not slowed by Difficult Terrain, but treat it
as Dangerous Terrain.!
- Bikes can turbo-boost 12 but cannot
shoot, Charge or execute any voluntary
action afterwards.until the end of the turn.
Shooting:!
- May fire one weapon for each rider model.
Armoured Steed:!
- Bikes have +1T.!
- Cannot be Pinned or Go To Ground.
Special Rules:!
- Jink, Hammer of Wrath, Relentless, Very
Bulky
!!
JETBIKES (p63)!
Movement:!
- May move up to 12 in Movement Phase,
and Fall Back 3D6. !
- May move over all models and terrain
freely, but takes a Dangerous Terrain test
if begins or ends the move in Difficult
Terrain. !
- May be placed on Impassable Terrain if
the model can balance, but counts as
Dangerous.!
- Jetbikes can turbo-boost 24 but cannot
shoot, Charge or execute any voluntary
action afterwards.until the end of the turn.
Shooting:!
- May fire one weapon for each rider model.
Armoured Steed:!
- Jetbikes have +1T.!
- Cannot be Pinned or Go To Ground.
Special Rules:!
- Jink, Hammer of Wrath, Relentless, Very
Bulky
Eldar Jetbikes:!
- May turbo-boost 36. If they do not, they
may move 2d6 in the assault phase,
even if they have shot or arrived from
Deep Strike that turn, treating terrain as
they do in the Movement phase.
Jet Pack:!
- May always choose to use their Jet Pack
or move as normal models of their type.
Monstrous:!
- Gargantuan Creatures use all the rules for
MCs or FMCs, with the following additions
Movement:!
- May move over all models and terrain
freely, but takes a Dangerous Terrain test
if begins or ends the move in Difficult
Terrain. !
- May be placed on Impassable Terrain if
the model can balance, but counts as
Dangerous.
Movement:!
- Gargantuan Creatures may move 12
Assault:!
- May make a Thrust move 2D6, even if
they have shot or arrived from Deep
Strike that turn, treating terrain as they do
in the Movement phase.
Special Rules:!
- Fear, Fearless, Feel no Pain, Hammer of
Wrath, Move Through Cover, Relentless,
Smash, Strikedown, Vector Strike (FGC)!
- May make Stomp attacks as Super Heavy
Walkers.!
- Attacks with Sniper or Poisoned only
wound on a 6 (unless S is high).!
- Attacks that inflict Instant Death or
remove a model inflict D3 wounds.
Special Rules:!
- Deep Strike, Bulky, Relentless
!!
Shooting:!
- May fire all weapons at different targets.!
- Firing Ordnance weapons has no effect
on their ability to fire other weapons.!
- May not fire Overwatch.
SKIMMERS (p89)!
Movement:!
- May move over friendly or enemy models,
but cannot end their move over either. If
forced to, move it the minimum distance
out of the way.!
- May move over all models and terrain
freely, but takes a Dangerous Terrain test
if begins or ends the move in Difficult
Terrain. !
- May be placed on Impassable Terrain if
the model can balance, but counts as
Dangerous.!
- Fast Skimmers can move Flat Out 18
Measuring:!
- The base of a skimmer is ignored unless it
is being Charged or rammed, in which
case models may move in contact with its
hull, its base, or both.
Damage:!
- If a skimmer is Immobilised or Wrecked,
remove the base if possible.
Special Rules:!
- Jink (unless its also Heavy)
FLYERS (p84)!
Flight Mode:!
- Must Zoom (see below) unless it has
Hover, in which case it must declare
before it moves, and before any models
disembark.!
- If arriving from reserves, declare which.
Movement:!
- Combat Speed is exactly 18. If forced to
move less, it is Wrecked.!
- Cruising Speed is up to 36.!
- May make a single 90 pivot at the start.!
- May move over terrain as a Skimmer, and
never takes Dangerous Terrain tests.!
- Models that can fit can move under it, and
vice versa, but bases must always stay 1
apart.!
- Models cannot disembark or embark a
Zooming flyer.!
- If it leaves the board, enters Ongoing
Reserves. Cant do this the turn it arrives.
Shooting:!
- May fire four weapons at full BS!
- May elect to use Skyfire each phase.!
- Enemy units may only fire Snap Shots.!
- May move Flat Out straight forwards
between 12 and 24.
Assault:!
- Can never be Charged.!
- Can never be Tank Shocked or Rammed.
Special Rules:!
- Jink!
- Aerial Support: Must begin the game in
reserves.!
- May only be repaired by a unit embarked
upon it.
WALKERS (p90)!
CHARIOTS (p86)!
The Chariot:!
- Riders cannot disembark from chariots. !
- If either the rider or the chariot are
destroyed, the whole model is removed.!
- Additional crew and beasts are ignored.
Shooting:!
- Chariot and rider use their own BS.!
- Must both target the same unit.!
- Rider always counts as stationary.!
- The controlling player may allocate hits to
either the rider or the chariot, unless it is a
Precision Shot.!
- Blast and Template weapons are always
allocated to the chariot.!
- Rider may fire Overwatch.
Assault:!
- May Charge and be Locked in combat. !
- May sweeping advance, pile in and
consolidate unless they are Stunned.!
- Chariots must take a Dangerous Terrain
test when charging through Difficult
Terrain.!
- Skimmer Chariots must take a Dangerous
Terrain test if they start or end their
Charge move in Difficult Terrain.!
- Chariots that fail a Dangerous Terrain test
take a glancing hit.!
- A model must declare if attacking the rider
or chariot and all attacks must be directed
at the same thing.!
- Always use the riders WS!
- Grenades may be used to attack the
chariot.!
- Hits against the chariot are against front
armour.
Damage:!
- Chariots treat Immobilised results as
Stunned.
Movement:!
- Use the rules for Infantry.!
- May Run, Charge and be Locked.!
- If fails a Dangerous Terrain test, a walker
is Immobilised.
Special Rules:!
- Hammer of Wrath (D6 S6AP- hits).!
- Rider has Fearless and Relentless.
Shooting:!
- Walkers cannot Run if Stunned or
Immobilised.!
- Can move and fire all weapons.!
- May fire Overwatch, even if the enemy is
not in their current weapon arc (unless
Immobilised).
Movement:!
- May never use Jink.!
- When Tank Shocking, use the
Thunderblitz table unless the enemy is a
Super-heavy or Gargantuan Creature.!
- May transport multiple units.
Assault:!
- Hits against Walkers are always against
front armour unless it is Immobilised.!
- If armed with 2+ Melee weapons it gets
+1A for each weapon after the first. If a
weapon is destroyed, it loses the attack.!
- May sweeping advance, pile in and
consolidate unless they are Stunned or
Immobilised.!
- -1A if Stunned or Immobilised.
Special Rules:!
- Hammer of Wrath
Shooting:!
- May fire all weapons at different targets.!
- Firing Ordnance weapons has no effect
on their ability to fire other weapons.!
- Always counts as stationary.
Damage:!
- Any effects from Shaken, Stunned,
Immobilised or Weapon Destroyed are
ignored (they still lose the HP).!
- Immediately after losing its last HP, it
suffers Catastrophic Damage.
Special Rules:!
- Fear, Move Through Cover!
- Invincible Behemoth: Any effect that
Explodes or removes from play the
vehicle loses D3 HP instead. Attacks that
permanently lower the AV have no effect.
SPECIAL RULES!
!!
Rule
Effect
- If the unit arrives on a random table edge, you may re-roll the dice to
Rule
Effect
Rule
Effect
Ignores Cover
Sentry Defence
System
Shred
Shrouded (C)
Infiltrate (C)
Assault Vehicle
Armourbane
Blind
- A unit hit must take an I test at the end of the phase. If failed, it is WS1
Brotherhood of
Psykers (C)
Concussive
Counter-attack (C)
- When Charged, every model with this rule gets +1A unless they were
Crusader (C)
- Unit rolls an extra dice when making Run moves, and picks the highest.!
- Unit may add D3 to its Sweeping Advance totals.
- Models gain a 5+ invulnerable save and the Fear special rule.
reserve.
Daemon
Deep Strike
- May arrive from reserve via Deep Strike - see Reserves section!
- Cannot be conferred to transport vehicles, though transports with Deep
Strike do not lose it if the embarked unit does not have it.
Eternal Warrior
Fear
Fearless (C)
Feel no Pain
Fleet
- Models causing Fear are not immune to Fear. Both units check.
- Unit automatically passes Fear, Pinning, Regroup and Morale checks.!
- Unit cannot Go to Ground and cannot use Our Weapons Are Useless.
- May make a FnP roll to avoid each wound (default 5+)!
- Does not work against Destroyer or Instant Death wounds.
- A unit composed entirely of models with this can re-roll one or more of
the dice when rolling for Run or Charge ranges.
Fleshbane
Furious Charge
Gets Hot
Graviton
Haywire
Hit & Run (C)
- At the end of enemy Movement, this weapon can fire at any one unit
that has arrived from reserve, but cannot be fired in the next turn.
Lance
Master-crafted
Melta
Missile Lock
- Re-roll failed To Hit rolls when using One Use Only weapons.!
- Only scatter D6 when using One Use Only Blast weapons.
Mighty Bulwark
Outflank (C)
Pinning
Poisoned
Power of the Machine
Spirit
Precision Shots
Precision Strike
- May fire one more weapon than normal, at full BS, at a different unit.!
- May not be used if moves Flat Out or fires Smoke Launchers.
- On 6 To Hit, the firer can allocate to any model in the unit in range/LOS.!
- Snap Shots, or weapons that do not roll To Hit, cannot be Precision.
- On 6 To Hit in Melee, the attacker can allocate to any engaged model.
- Unit re-rolls failed To Hit and To Wound rolls against that enemy.
Rage
Rampage
- Model gains +D3A if the assault contains more enemies than friends,
Relentless
Rending
- The roll To Wound is always equal to the targets armour save (min 6+).!
- When firing against a vehicle, roll a D6. On a roll of a 6, the target is
- If the model Charges into base contact, it makes a single attack at base
- Re-roll all failed To Hit rolls in the first round of assault.
- Instead of rolling for AP, roll a D6. !
- 1: No effect, 2-5: Glancing hit, 6: Penetrating hit
- Unit may leave combat at the end of an Assault phase by passing I test.!
- If passed, choose a direction, then roll 3D6. If sufficient to move more
-
Sniper
Soul Blaze
Stealth (C)
- Does not receive +1A for two Melee weapons unless both have this rule.
- Unit gains +1 to cover saves, or a 6+ save in the open.
Strafing Run
Specialist Weapon
Psychic Pilot
deployment zone.!
Infantry, Artillery, Walkers and Monstrous Creatures may redeploy 6!
Any other type may redeploy 12.!
A unit that uses this cannot Charge in their first turn.!
A unit may not embark/disembark as part of this redeployment.!
A unit may confer this to their dedicated transport.!
Alternatively, the unit may Outflank - see the Reserves section.
- Re-rolls failed AP rolls against vehicles and can re-roll glancing hits.
- Model may never receive +1A for fighting with two Melee weapons.
Unwieldy
Vector Dancer
- May make an extra 90 pivot at the end of the move but cannot then
Vector Strike
Twin-linked
counting all models locked in the combat. Roll once for all models.!
Scout (C)
Go to Ground (which does NOT protect it from the fire of this weapon).!
- A unit can take multiple tests per turn, but only one per unit firing.!
- If immune to Pinning, the unit may still choose to Go to Ground.
- Weapon always wounds on a fixed number (default 4+).!
- In assault, if S is higher than targets T, may re-roll To Wound.
If To Hit roll is 1, model takes a wound with no Look out Sir / cover save.!
For weapons with no To Hit, roll D6 before firing: 1 causes Gets Hot.!
For re-rolls, only counts if the re-roll is a 1!
If vehicles Get Hot, they suffer a glance on a D6 roll of 1, 2 or 3.
unit gains a 4+ cover save but may only fire Snap Shots next turn.
S at I10. This attack does not benefit from other special rules.
Hatred
Interceptor
- This weapon is a Destroyer weapon with the shot coming from the
centre of the blast marker (as for Barrage).!
Zealot (C)
- Special rules marked with a (C) are conferred - they only require one model in the unit to have
the special rule for the whole unit to benefit from it.
!!
PRE-GAME!
ARMIES!
!!
Choose armies!
- Choose points limit!
- Choose Battle-forged or Unbound
Set up battlefield!
- Scenery can be placed in any way
the players find mutually agreeable.!
- Place any Fortifications which are
neutral scenery.
Deploy armies!
- Fortifications which are part of an
army are deployed with the rest of the
army using the same rules.!
- Scenery upgrades may be deployed
inside the scenery or within 6 of it.!
- Declare Reserves, Deep Strike,
Outflank, Combined Reserves.!
- After all this is complete, second
player may then deploy.
10
11
12
13
14
NIGHT FIGHTING!
Princeps of Deceit:!
At the start of the opponents first turn,
pick 3 units in his army to make a
Pinning test.
Inspiring Presence:!
Friendly units in 12 can use the
Warlords Leadership.
Intimidating Presence:!
Enemy units within 12 use their lowest
Ld value, not their highest.
Master of Interference:!
One Use Only. At the end of your turn,
opponent must surrender one random
active Tactical Objective.
Tenacity:!
Warlord has Feel no Pain.
Master of Fate:!
Re-roll the dice for VPs awarded by
Tactical Objectives with random VPs.
Lead by Example:!
Any Secure Objective X that is gained
because the Warlords unit controls it
gains an additional VP.
3+ on D6
Automatically arrives.
Immovable Object:!
Warlord has It Will Not Die and
Fearless.
!!
Psychic Phase!
- Generate Warp Charge.!
- Manifest powers.!
- Morale checks for units losing 25%.
Shooting Phase!
- Shoot units one at a time.!
- Morale checks for units losing 25%.
Assault Phase!
- Charge sub-phase.!
- Fight sub-phase.
!
OBJECTIVES!
!!
3+ on D6
Master of Manoeuvre:!
Warlord has Outflank.
Roll required
Legendary Fighter:!
Army gains +1VP for each character
slain by the Walord in a challenge.
Forward Planning:!
After generating TOs on your first turn,
you may discard them and redraw.
Turn
Co-ordinated Assault:!
Warlord and all friendly units within 12
re-roll assault To Hit rolls of 1.
Movement Phase!
- Move Reserves first.!
- Units Falling Back must attempt to
Regroup when selected.!
- FMCs must declare Swoop or Glide.!
- Flyers must declare Zoom or Hover
before any units disembark them.!
- Vehicles declare Speed when
moving.!
- Morale checks for units losing 25%.
Master of Offence:!
Warlord has Furious Charge.
Tactical Genius:!
You may discard 2 active Tactical
Objectives at the end of the turn.
Well Prepared:!
+1 Tactical Objective on your first turn.
must be Reserved.!
Target Priority:!
Warlord and all friendly units within 12
re-roll shooting To Hit rolls of 1.
Master of Defence:!
Warlord has Counter-attack.
units.!
!!
Master of Ambush:!
Warlord and three non-vehicle units
have Infiltrate.
Divide to Conquer:!
Your opponent has -1 to Reserve rolls.
PREPARING RESERVES!
THE TURN!
Night Attacker:!
You may force Night Fighting on Turn 1.
Your units have Night Vision.
Strategic Genius:!
You have +1 to Seize the Initiative and
can re-roll all Reserve rolls.
RESERVES!
!!
Conqueror of Cites:!
Your units have Move Through Cover
(Ruins) and Stealth (Ruins).
Redeploy Scouts!
- If both players have them, roll off.
The winner can choose to redeploy a
unit first or second. Then alternate.
Deploy Infiltrators!
- If both players have them, roll off.
The winner can choose to deploy a
unit first or second. Then alternate.
!!
Placing Markers!
- Roll off to see who places first.!
- Not within 6 of the edge or 12 of a marker.!
- Not on Impassable Terrain.!
- Not in buildings, but on buildings is ok.!
Controlling Markers!
- One model from a scoring unit within 3.!
- All units are scoring except Swooping
FMCs, Zooming Flyers (or units embarked
on one), or unclaimed buildings.!
- Claimed buildings are scoring!
- Falling Back units cannot score.!
- Units in a building are within 3 of any
markers on or within 3 of the building.!
- Units can control one marker at a time.
MYSTERIOUS OBJECTIVES!
1
Sabotaged:!
Roll D6 at the end of every turn. On 1,
all units within 3 take D6 S4AP- hits.
Nothing of Note:!
No effect.
Skyfire Nexus:!
Unit in control can choose to Skyfire.
Effect
The entire unit is destroyed!
2-3
Targeting Relay:!
Unit in control re-rolls shooting hits of 1.
4-6
Scatterfield:!
Unit in control has +1 cover save.
!!
PSYCHIC PHASE!
!!
Mastery Levels!
- Psykers know a number of powers equal to
their Mastery Level.!
- Psykers can use a number of powers equal
to their Mastery Level each turn.!
- Psykers are assumed to be Mastery Level 1
unless stated otherwise.!
Mental Purge!
- 1 wound/glance with no saves.!
- Forget one random power.
Power Drain !
- 1 wound/glace with no saves.!
- Roll D3, both players lose this many
Warp Charge points.
Generating Powers!
- Generate powers one at a time.!
- If a power is rolled twice, immediately re-roll!
- After rolling a power, the psyker may
immediately swap it for the Primaris power.!
- If a psyker generates all powers from the
same discipline, he automatically gains the
Primaris power in addition.!
- Psykers with a Mark of Chaos or are the
Daemons of a Chaos God automatically
know the Primaris power of the discipline of
their patron, in addition to any others.!
- Any Psyker with a Force weapon
automatically knows the Force power.!
Psychic Backlash!
- 1 wound/glance with no saves.
Daemonology!
- Anyone except Tyranids can select
Daemonology powers.!
- Grey Knights cannot use Malefic!
- Daemons cannot use Sanctic!
- Non-Daemons who use Malefic suffer a
Perils of the Warp attack on any double.!
- Non-Grey Knights who use Sanctic suffer a
Perils of the Warp attack on any double.
Declare Target
!!
Transports!
- Psykers in transports can only use Witchfire
powers, and only if the vehicle has a firing
point.!
- Psychic powers cannot target units
embarked on a transport.!
Psychic Hood!
- Allows a model to Deny any power that
targets a friendly unit within 12 of them. If
they fail, the power still affects the target
unit. If inside a vehicle or building, this may
only be used to nullify powers targeted
against the vehicle or building the Psyker is
in.
BIOMANCY (p192)!
P
DIVINATION (p193)!
P
PYROMANCY (p196)!
FORCE (p23)!
Force (Blessing 1)!
Any weapons in the unit with Force gain
Instant Death.
FORCE WEAPONS!
Type
S AP
Force sword
Force axe
+1 2
Force stave
Type
Melee, Force
Melee, Force, Unwieldy
TELEPATHY (p198)!
P
Spontaneous Combustion !
(Focus Witchfire 1, 18)!
Target model suffers S6 AP3 hit with
Soul Blaze. If slain, center a Blast over
him. Hit models suffer a S5 AP4 hit with
Soul Blaze and Ignores Cover.
TELEKINESIS (p197)!
P
!!
!!
MOVEMENT!
!!
Unit Coherency!
- Models must remain within 2 horizontally
or 6 vertically of another model int he same
unit.!
- If this is lost, the unit must attempt to regain
coherency in the next Movement phase.!
- This may force the unit to Run.
Shots.!
Death or Glory: If it passes the Morale
check, one model from a unit may make a
single attack against the front armour,
which automatically hits. This can be
assault, a single shot (even if the weapon
has more shots) or a grenade. If it causes
a Stunned, Immobilised, Wrecked or
Explodes result, the vehicle stops 1 away.
If the attack fails, the model is removed. If
Artillery units do this with a gun and fail,
both the crewman and gun are removed.!
Thunderblitz: Is a Super-heavy performs
a Tanks Shock/Ram, as well as the regular
effects, roll on the Thunderblitz table
before the morale test / AP roll.
Infantry
Jump (using)
Jump (not using)
12
-
2D6
3D6
65
3D6
65
Beasts
12
No Effect.
3D6
67
Cavalry
12
3D6
67
Bikes
12
3D6
63
Jetbikes
12
3D6
63
MC
2D6
67
Artillery
2D6
64
2D6
66
2D6
66
Skimmers
12
n/a
89
Walkers
n/a
90
Flyers (Zoom)
18-36 No Effect.
n/a
84
FMCs (Swoop)
12-24 No Effect.
n/a
68
n/a
72
Other Vehicles
12
Disembarking Vehicles!
- A unit may disembark if it begins the turn in
a vehicle and the vehicle has not moved
more than 6.!
- If the vehicle has already moved, it may not
move further.!
- Vehicles cannot Tank Shock/Ram that turn.!
- Place models, one at a time, touching an
Access Point. The model may then move,
but must end the move within 6" of that
Access Point.!
- Disembarked units may act normally but
may not charge. If disembarked in the
enemy turn, they may not charge in their
turn.!
- Emergency Disembarkation: If models
cannot disembark because of enemy
models or terrain, they may be placed
touching any part of the hull (instead of an
Access Point). After their 6 move, they may
not perform voluntary actions that turn. If
some models cant be placed, unit stays in.
VEHICLE MOVEMENT!
Dist
Type of Movement
Stationary
< 6
Combat Speed
> 6 to 12
Cruising Speed
Breach
Tremor
Partial Collapse
Struc. Collapse
Cata. Breach
Total Collapse
Add D6 to the
Super-heavys AP.
Ammunition Dump:!
- Difficult Terrain. Gives a 5+ cover save.!
- Any model within 2 re-rolls To Hit of 1.
Tank Traps:!
- Dangerous Terrain to Bikes.!
- Impassable Terrain to non-Skimmer
vehicles.!
- Gives a 4+ cover save.
Ram
Tanglewire:!
- Dangerous Terrain. Gives a 6+ cover save.
THUNDERBLITZ (p95)!
D6 Tank Shock
!!
62
2D6
2D6
7+ Detonation!
TERRAIN!
- All hits are S6 AP- with the Ignores Cover rule, and randomly allocated.!
- AP2 weapons gain +1 to this table. AP1 weapons gain +2 to this table.
MORALE!
!!
TYPES OF TERRAIN!
Open Ground:!
- No special rules
Difficult Terrain:!
- Roll 2d6 and pick highest.!
- If you choose not to test, you cannot move
any models through Difficult Terrain.!
- If you choose to take the test, this is the
maximum all models in the unit may move.!
- -2 to charges through Difficult Terrain.
Dangerous Terrain:!
- As Difficult Terrain.!
- Test as soon as model enters or moves.!
- On a 1, suffers a wound. No cover saves.!
- Only test once per scenery area per phase.
Impassable Terrain:!
- Models cannot enter.
Ruins:!
- As Difficult Terrain.!
- Area: Models receive a 4+ cover save
regardless of if they are 25% obscured.
Forests (Twisted Copse):!
- As Difficult Terrain.!
- Area: Models receive a 5+ cover save
regardless of if they are 25% obscured.
BUILDINGS (p110)!
When to test!
- When a unit suffers 25% or more casualties
during any phase, test at the end of that
phase (except the Assault phase).!
- When losing an assault, test with a Ld
modifier equal to the number of wounds it
lost by.
Claiming Buildings!
- At the start of the game, buildings that are
part of an army are claimed and others are
unclaimed!
- A claimed building is a unit in the players
army and remains so, even if unoccupied.!
- If an enemy unit enter the building, they
immediately claim it.!
- All claimed buildings have the Sentry
Defence System special rule.!
Emplaced Weapons!
- If a building is occupied, models may fire an
emplaced weapon manually. All manual
weapons must be fired at the same target.!
- If a building is claimed, all non-manual
weapons fire at the nearest enemy unit
within range/LoS of the weapon at BS2 at
the end of the phase.!
- Gun Emplacements taken as upgrades
count as additional emplaced weapons.!
Battlements!
- Battlements are a separate piece of terrain.!
- Battlements are an access point.!
- Difficult Terrain, but Jump and Jet units do
not have to take Dangerous tests.!
- Area: Models receive a 4+ cover save
regardless of if they are 25% obscured.!
- Template/Blast weapons hit building too.!
- If a unit moves onto the battlements of an
unclaimed building they claim it.
!
!
REGROUPING (p59)!
phase, they must attempt to regroup.!